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It is better than MB on paper. In reality you do more damage with Mighty Blow as you tend to make more hits (Jump Up counters this to an extent), and you also get the occasional hit in during your opponents turn.

You decide to use it or not once the action has been completed, so either when you fail to break armour or after the injury roll.

Am I right in thinking that you can reroll either the armour roll or the injury roll (but not both)?

Yes 100% right

Originally Posted by Everblue

When do you have to decide to use the skill? Is it as soon as you decide to reroll?

if you have it set to ask (not sure why you would? Maybe a religious opposition to stunning people?) It will pop up after the dice has been rolled for the first failed roll (armour break or injury roll).

Originally Posted by Everblue

I merely ask because I did some maths on my blog and found it far stronger than mighty blow, to the extent that I can't see why I shouldn't take it first on my killer pieces.

The mathematics on it are mixed an AV 11 opponent is 200%(thus triple) more likely to break with mighty blow than without an AV 10 opponent twice as likely to break armour, but note this, mighty blow doesn't take away your tacklezones, make you prone, stop you performing a block action the next turn, interrupt a blitz or not work if the opponent uses fend (fenders can still be piled on if you push them into a stand firm).

Originally Posted by Everblue

Many thanks for your help

EB

You are welcome, its a good skill, but its probably best to get after mighty blow, unless you already have both block and jump up.

It is better than MB on paper. In reality you do more damage with Mighty Blow as you tend to make more hits (Jump Up counters this to an extent), and you also get the occasional hit in during your opponents turn.

Reassuring to hear that I'm not completely wrong on the numbers. I think there's probably some good synergy with grab on the other players, so pull people near the killer with grab and then make short blitzes every turn with the killer.

if you have it set to ask (not sure why you would? Maybe a religious opposition to stunning people?)

Because a prone player exerts no tackle zones, gives no assists, and (unless it has jump up) cannot get as far next turn. Not to mention you might conceivably want to pass to him, or just run him further this turn to mark someone else. There is a whole host of reasons why you'd want 'piling on' to be an 'ask before using' skill.

Because a prone player exerts no tackle zones, gives no assists, and (unless it has jump up) cannot get as far next turn. Not to mention you might conceivably want to pass to him, or just run him further this turn to mark someone else. There is a whole host of reasons why you'd want 'piling on' to be an 'ask before using' skill.

Also, the whole getting kicked in the face by a swarm of angry players thing.